Street Fighter D&D 5E: Guile

Welcome to the 13th post for Street Fighter D&D 5E! If you dig this please comment or share it about or like it or what have you, check out last week’s character (Blanka!), and if you think this can be improved in any way don’t hesitate to speak up (@MikeMyler2 on Twitter, over here on Facebook, and also on Google+) and let me know!

Next week I’m not sure who I’ll be putting up (maybe Vega?) but if there’s someone you’d like to see instead I do these by requests so let me know and we’ll get your pick in queue!

EDIT: I’ve heard it from multiple sources in multiple places and apparently folks are playing Guile’s stage’s song while reading this blog post. I fully support this. Extended version here (link thanks to Ed the Bard!)

Action Surge. On his turn, Guile can take an additional action on top of his regular action and a possible bonus action. Once he uses this feature, he must finish a short or long rest before he can use it again.Background Feature: Military Rank (Soldier). Guile has a military rank of Sergeant from his career as a soldier. Soldiers loyal to his former military organization still recognize his authority and influence, and they defer to his if they are of a lower rank. Guile can invoke his rank to exert influence over other soldiers and requisition simple equipment for temporary use. Guile can also usually gain access to friendly military encampments and fortresses where rank is recognized.Fighting Style: Archery. Guile gains a +2 bonus to attack rolls he makes with ranged weapons.Indomitable. Guile can reroll a saving throw that he fails. If he does so, he must use the new roll. Guile can use this feature twice before he requires a long rest to replenish it.Know Your Enemy. If Guile spends at least 1 minute observing or interacting with another creature outside combat, he can learn certain information about its capabilities compared to his own. The GM reveals if the creature is your equal, superior, or inferior in regard to two of the following characteristics of his choice: Strength score, Dexterity score, Constitution score, armor class, current hit points, total class levels (if any), fighter class levels (if any).

Martial Archetype: Combat Superiority (6d10). Guile knows the following maneuvers. He can use only one maneuver per attack. A superiority die is expended when Guile uses a maneuver. He regains all of his expended superiority dice when he finishes a short or long rest.

Disarming Attack. When Guile hits a creature with a weapon attack, he can expend one superiority die to attempt to disarm the target, forcing it to drop one item of his choice that it’s holding. He adds the superiority die to the attack’s damage roll, and the target must make a DC 18 Strength saving throw. On a failed save, it drops the object he chose. The object lands at its feet.

Distracting Strike. When Guile hits a creature with a weapon attack, he can expend one superiority die to distract the creature, giving his allies an opening. He adds the superiority die to the attack’s damage roll. The next attack roll against the target by an attacker other than him has advantage if the attack is made before the start of Guile’s next turn.

Evasive Footwork. When Guile moves, he can expend one superiority die, rolling the die and adding the number rolled to your AC until he stops moving.

Goading Attack. When Guile hits a creature with a weapon attack, he can expend one superiority die to attempt to goad the target into attacking him. Guile adds the superiority die to the attack’s damage roll, and the target must make a DC 18 Wisdom saving throw. On a failed save, the target has disadvantage on all attack rolls against targets other Guile you until the end of his next turn.

Maneuvering Attack. When Guile hits a creature with a weapon attack, he can expend one superiority die to maneuver one of his comrades into a more advantageous position. He adds the superiority die to the attack’s damage roll, and he chooses a friendly creature who can see or hear her. That creature can use its reaction to move up to half its speed without provoking opportunity attacks from the target of Guile’s attack.

Rally. On his turn, Guile can use a bonus action and expend one superiority die to bolster the resolve of one of his companions. When he does so, he chooses a friendly creature who can see or hear him. That creature gains temporary hit points equal to the superiority die roll + 2.

Riposte. When a creature misses Guile with a melee attack, he can use his reaction and expend one superiority die to make a melee weapon attack against the creature. If he hits, Guile adds the superiority die to the attack’s damage roll.

Sweeping Attack. When Guile hits a creature with a melee weapon attack, he can expend one superiority die to attempt to damage another creature with the same attack. He chooses another creature within 5 feet of the original target and within his reach. If the original attack roll would hit the second creature, it takes damage equal to the number he rolls on his superiority die. The damage is of the same type dealt by the original attack.

Trip Attack. When Guile hits a creature with a weapon attack, he can expend one superiority die to attempt to knock the target down. He adds the superiority die to the attack’s damage roll, and if the target is Large or smaller, it must make a DC 18 Strength saving throw. On a failed save, Guile knocks the target prone.

Relentless. When Guile rolls initiative and has no superiority dice remaining, he regains 1 superiority die.Second Wind. On his turn, Guile can use a bonus action to regain 1d10+15 hit points. Once he uses this feature, he must finish a short or long rest before he can use it again.Stance of the Bellowing Gale (2). Guile’s unarmed strikes deal an additional 1d6 thunder damage (this damage is not multiplied on a critical hit), he gains resistance to thunder damage, and once per turn he may move a target he hits with a melee attack up to 10 feet directly away from him (regardless of the target’s size).Stance of the Stout Boar (3). Guile’s unarmed strikes deal an additional 1d8 bludgeoning damage, he may ignore nonmagical difficult terrain or terrain movement costs (such as from climbing or swimming) so long as all his movement is in a straight line and ends with him making a melee weapon attack, he has advantage on saving throws against effects or spells that would cause him to move, and he gains resistance to bludgeoning damage.Tavern Brawler. Guile is proficient with improvised weapons and unarmed strikes (which deal d4 for damage). When Guile hits a creature with an unarmed strike or an improvised weapon on his turn, he can use a bonus action to attempt to grapple the target.Unarmed Savant. Guile’s unarmed strike damage increases by one step as shown in the Martial Arts column of the Monk table (to 1d6) and he gains proficiency in Athletics.

ACTIONSMultiattack. Guile attacks three times when he takes the Attack action. He may attack with his off-hand as a bonus action (as per two weapon fighting) but does not gain his Strength bonus to damage (+5) when doing so.Unarmed Strike. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 13 (1d6+1d8+5) bludgeoning damage plus 3 (1d6) thunder damage. Guile does not deal thunder damage on critical hits.Combat Pistol*. Ranged Weapon Attack: +11 to hit, range 100/400, one target. Hit: 11 (2d6+4) bludgeoning and piercing damage.

The combat pistol has the ammunition, autofire (bonus action to make an additional attack with disadvantage), and reload (20 shots) properties and has been sourced from Hypercorps 2099 (5e).

GUILE’S BOOTS

Wondrous item, legendaryGuile’s got the same pair of boots issued to him when he joined the ranks of the military. After shedding the blood of countless soldiers across the world they have accrued power, granting Guile the following features:Flash Kick. Guile can spend a bonus action to go to a knee. Once he has taken a knee, the next attack Guile makes is a flash kick maneuver that adds +1d10 (his superiority die) to both attack and damage (without expending one). On a successful hit, the target makes a DC 18 Strength saving throw or is pushed away 10 feet and knocked prone.Sonic BOOM! Guile can spend a bonus action gathering his power, storing it. On his next turn as long as he has not been stunned, Guile can unleash a sonic boom that travels 100 feet in a 5-ft.-line. Any creature in the path of the sonic boom takes 88 (16d10) thunder damage. A DC 18 Dexterity saving throw halves this damage.

Notes on Guile’s Build

Guile is a straight up fighter dipping into the world of martial arts and he’s going to feel it when facing off against a proper martial artist–he’ll take more hits and suffer in the fight, but he’s got more tricks up his sleeve and for a bare-knuckle army-brawling boxer I feel like it’s a solid fit. If you’re thinking “I want the players to run into the biggest badasses drinking in the bar”, grab this and Balrog and you should be set. 😀

Action Surge (1/short rest). On his turn, Guile can take an additional action on top of his regular action and a possible bonus action.Indomitable (2/long rest). Guile can reroll a saving throw that he fails. If he does so, he must use the new roll.Know Your Enemy. If Guile spends at least 1 minute observing or interacting with another creature outside combat, he can learn certain information about its capabilities compared to his own. The GM reveals if the creature is your equal, superior, or inferior in regard to two of the following characteristics of his choice: Strength score, Dexterity score, Constitution score, armor class, current hit points, total class levels (if any), fighter class levels (if any).

Martial Archetype: Combat Superiority (6d10). Guile can use only one maneuver per attack. A superiority die is expended when Guile uses a maneuver. He regains all of his expended superiority dice when he finishes a short or long rest.

Disarming Attack. When Guile hits a creature with a weapon attack, he can expend one superiority die to attempt to disarm the target, forcing it to drop one item of his choice that it’s holding. He adds the superiority die to the attack’s damage roll, and the target must make a DC 18 Strength saving throw. On a failed save, it drops the object he chose. The object lands at its feet.

Distracting Strike. When Guile hits a creature with a weapon attack, he can expend one superiority die to distract the creature, giving his allies an opening. He adds the superiority die to the attack’s damage roll. The next attack roll against the target by an attacker other than him has advantage if the attack is made before the start of Guile’s next turn.

Evasive Footwork. When Guile moves, he can expend one superiority die, rolling the die and adding the number rolled to your AC until he stops moving.

Goading Attack. When Guile hits a creature with a weapon attack, he can expend one superiority die to attempt to goad the target into attacking him. Guile adds the superiority die to the attack’s damage roll, and the target must make a DC 18 Wisdom saving throw. On a failed save, the target has disadvantage on all attack rolls against targets other Guile you until the end of his next turn.

Maneuvering Attack. When Guile hits a creature with a weapon attack, he can expend one superiority die to maneuver one of his comrades into a more advantageous position. He adds the superiority die to the attack’s damage roll, and he chooses a friendly creature who can see or hear her. That creature can use its reaction to move up to half its speed without provoking opportunity attacks from the target of Guile’s attack.

Rally. On his turn, Guile can use a bonus action and expend one superiority die to bolster the resolve of one of his companions. When he does so, he chooses a friendly creature who can see or hear him. That creature gains temporary hit points equal to the superiority die roll + 2.

Riposte. When a creature misses Guile with a melee attack, he can use his reaction and expend one superiority die to make a melee weapon attack against the creature. If he hits, Guile adds the superiority die to the attack’s damage roll.

Sweeping Attack. When Guile hits a creature with a melee weapon attack, he can expend one superiority die to attempt to damage another creature with the same attack. He chooses another creature within 5 feet of the original target and within his reach. If the original attack roll would hit the second creature, it takes damage equal to the number he rolls on his superiority die. The damage is of the same type dealt by the original attack.

Trip Attack. When Guile hits a creature with a weapon attack, he can expend one superiority die to attempt to knock the target down. He adds the superiority die to the attack’s damage roll, and if the target is Large or smaller, it must make a DC 18 Strength saving throw. On a failed save, Guile knocks the target prone.

Relentless. When Guile rolls initiative and has no superiority dice remaining, he regains 1 superiority die.Second Wind (1/short rest). On his turn, Guile can use a bonus action to regain 1d10+15 hit points.Stance of the Bellowing Gale (2). Guile’s unarmed strikes deal an additional 1d6 thunder damage (this damage is not multiplied on a critical hit) and once per turn he may move a target he hits with a melee attack up to 10 feet directly away from him (regardless of the target’s size).Stance of the Stout Boar (3). Guile may ignore nonmagical difficult terrain or terrain movement costs (such as from climbing or swimming) so long as all his movement is in a straight line and ends with him making a melee weapon attack, and he has advantage on saving throws against effects or spells that would cause him to move.Tavern Brawler. When Guile hits a creature with an unarmed strike or an improvised weapon on his turn, he can use a bonus action to attempt to grapple the target.

ACTIONSMultiattack. Guile attacks three times when he takes the Attack action. He may attack with his off-hand as a bonus action (as per two weapon fighting) but does not gain his Strength bonus to damage (+5) when doing so.Unarmed Strike. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 13 (1d6+1d8+5) bludgeoning damage plus 3 (1d6) thunder damage. Guile does not deal thunder damage on critical hits.Combat Pistol*. Ranged Weapon Attack: +11 to hit, range 100/400, one target. Hit: 11 (2d6+4) bludgeoning and piercing damage.Flash Kick. Guile can spend a bonus action to go to a knee. Once he has taken a knee, the next attack Guile makes is a flash kick maneuver that adds +1d10 (his superiority die) to both attack and damage (without expending one). On a successful hit, the target makes a DC 18 Strength saving throw or is pushed away 10 feet and knocked prone.Sonic BOOM! Guile can spend a bonus action gathering his power, storing it. On his next turn as long as he has not been stunned, Guile can unleash a sonic boom that travels 100 feet in a 5-ft.-line. Any creature in the path of the sonic boom takes 88 (16d10) thunder damage. A DC 18 Dexterity saving throw halves this damage.